Yeah I have to agree that arenanet doesn't really have a handle on the spawn rate in this game. It's partly why I can't play for a long time in a single setting. I get fatigued by the constant combat (and with action oriented combat it is even more fatiguing) in GW2.

I queued for the event many times and got to see none of it due to the server lag making it unplayable for me . And now my Trading Post is bugged, can't buy anything even though I have more than enough for the stuff (the buyout button is greyed out) this has been happening to me for a day and after two tickets no response from Arena net. I love this game but their customer support is awful.

Only certain areas are like that though. Which is why I suspect Anet doesn't have a dedicated QA team.

Like for example, in SFF there is an area where the hyleks take quite a while to respawn. Just up the temple the bandits respawn as fast as you slay them. In Timberline Falls the Grawl just north of that one town in the river are packed like sardines. Go down to the valley and the Ettin barely muster a force of 3.

There is no consistency to it all.

I wish areas like the troll village in BTC or Jotun area in were more common. Those areas are great fun with just the right amount of spacing and terrain for those mobs. And just the right respawn for action and fun.

I love fighting the trolls in Bloodtide Coast, Jotun in Wayfarer and pirates in Lornar's Pass. All great fun.

Only certain areas are like that though. Which is why I suspect Anet doesn't have a dedicated QA team.

They definitely do. I remember seeing it in one of the pre-launch videos. It was 3-5 people or something like that which is far too small IMHO. On my present project we have 3 developers and 3 testers. 1 tester for each of the two sub-systems and the third one trying to break things.

The new zone is kind of half a zone, and really just gives some fresh air after Zombie Isle aka Orr. I can see them maybe adding a progression with Skill points and Vistas later too, and some extra events.

The new zone is kind of half a zone, and really just gives some fresh air after Zombie Isle aka Orr. I can see them maybe adding a progression with Skill points and Vistas later too, and some extra events.

extra events? How about the standard for a max level zone? I don't count 7 events an alternative to Orr. 4 of which take hours to spawn and minutes to complete.

They definitely do. I remember seeing it in one of the pre-launch videos. It was 3-5 people or something like that which is far too small IMHO. On my present project we have 3 developers and 3 testers. 1 tester for each of the two sub-systems and the third one trying to break things.

Could easily be Anet staff or F&F. I think that is more likely. I watched the PC Gamer streams of CBT and most zones shown were far too sparse. And the quality of play was def. not QA levels.

Im so glad they made the chest reward at the end of the ancient karka fight amazing. That fight was the most unbearably boring thing ive done in the last few months, EASILY. I actually said fuck it half way through, made dinner and the god damn boss hadnt even moved an inch, he was still sending out waves.

If that chest hadnt given me a bag and some exotics I swear to god -_-.

Karka attacked 2 beaches and then tyria went back to normal. The citizens in the lighthouse of lions arch act like it was never blown up.

"A new zone"

Yea a new empty zone. There is nothing to do besides 2 jumping puzzles. Zone was half assed, 3 mobs total (karka, drake and windridders), veteran karka farming ended up just being a copy of TERAs spider BAMS. He jumps, shoots poison and curls up and rolls. Exact god damn thing just copied. They plan on adding real content to it LATER. They only do monthly content updates so nothing on this island for another month minimum. It's not even guaranteed to be in next month. Waste of resources and zones.

Now that the rich ori vein is now guarded by a champion to solve a overfarming problem that didn't needed to exist in the first place, this brand new zone is now completely worthless.

It's pretty obvious no thought was given by Anet to the obvious consequences done by the patch.

Originally Posted by Tommo

Im so glad they made the chest reward at the end of the ancient karka fight amazing. That fight was the most unbearably boring thing ive done in the last few months, EASILY. I actually said fuck it half way through, made dinner and the god damn boss hadnt even moved an inch, he was still sending out waves.

If that chest hadnt given me a bag and some exotics I swear to god -_-.

At least you superior Aryan players has the time and luck to grind out that event, while untermensch like me are now over-entitled pricks complaining about the shittiness of it because we don't live in U.S timezones or have the sheer audacity to decide real life stuff like job interviews and funerals takes priority over a game.

Now that the rich ori vein is now guarded by a champion to solve a overfarming problem that didn't needed to exist in the first place, this brand new zone is now completely worthless.

It's pretty obvious no thought was given by Anet to the obvious consequences done by the patch.

Sadly I have to agree with you, the only saving grace of this patch is Fotm since imo is so well made (Asceneded gear apart). The new zone looks great but its so darn empty nearly 0 events happening there.

ArenaNet need to hype their player base much much less because the disappoitments are reaching breaking point for some old players.

I don't really mind the gear progression. I didn't ask for it or particularly want it, but I wanted content progression and realize that this inevitably comes with gear progression as well. So, I expected it and wasn't very bothered by the announcement. What did disappoint me is the fact that it's just yet another dungeon. Another spoonful of five-man content -- in a game called Guild Wars which, you'll note, is woefully lacking in activities meant for guilds. Aside from WvW, which isn't so much a guild activity as it is just a large-scale thing that you're welcome to bring your guild for, there isn't actually anything meaningful to do in GW2 for more than five players. It's just another one of the many strange inconsistencies in this game: ANet clearly went to some length to make guilds a tangible part of the game, considering the initials in your nametag and the ability to join several guilds and so on, and yet they neglected to actually make guilds relevant in any sense.

A lot of guilds have been collapsing as people discover that not only is there nothing in this game that you need to be in a guild in order to do, there's almost nothing you can do as a guild, and there actually isn't anything that encourages you to be in a guild at all. There's always the social element, but that's hardly worth mentioning since it's an intangible thing and not something you can credit a game with. Provided that you have friends and don't depend on a guild for actual interaction and association, there is zero practical reason to be in a guild... in Guild Wars 2. No content, no benefits, no facilities or features. There's no gameplay for guilds, nothing for them to really accomplish, no way for them to stand out, very little reason for players to stay in a guild in case there's a bit of dispute over something, and very little reason for guild officials to try and ensure that their members are happy and productive. This is very bad for an MMORPG.

Even disregarding the absurdity of guilds being almost pointless in a game that has them in the title, it's just a big loss to the genre. I suspect this is the first ever MMORPG with literally no content designed for guilds. No raiding, no GvG, no guild leveling or guild halls. How poor is that? The entire game is cooked down to one-party gameplay, with the exception of a few pointless zerg events in the open world, and WvW which is just a huge free-for-all when you get right down to it. There's almost nothing to work together for in this game, nothing to challenge a larger group and to instill a sense of solidarity in players. As a consequence, there's very little to discuss or get invested in. It's such a light, shallow game. Nothing feels important or special. It's all just something you do with a handful of other players, something that isn't really impressive or even very memorable at all. Hell, with the removal of the healer and tank roles, it's quite limited how much you can even challenge players at all with just 5-man content.

I really thought they'd bring something better than just another dungeon. In fact, that's what would have made gear progression okay, a necessary evil that comes bundled with a facet of MMORPG gameplay that nobody has ever figured out how to do better than with gear progression. If they wanted to just make another freakin' dungeon, what's even the purpose of additional gear levels? I'm pretty sure that those who complained about meaningful long-term endgame goals didn't mean just gear but also places to put it to use in a manner that feels like it has some purpose and gravity.

I've been saying for a while that ANet made a mistake in stepping into MMORPG territory in the first place, because they still seem to want to design content more suited for the instanced mission-based model of GW1. I mean, if you refuse to make content for more than a single-digit number of players, why make an MMORPG at all? This isn't exactly the only way in which they seem completely unprepared and unqualified for running an MMORPG. Gear is a means to an end, and that end is challenging large-scale content that feels compelling and special, something you can be proud of doing and something that requires the cooperation of more than just a handful of players. Take that away and what is gear but numbers that piss off those who can't get them?